64 lines
2.7 KiB
XML
Executable File
64 lines
2.7 KiB
XML
Executable File
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/// PURPOSE: list the bail bond mission IDs used by the launcher and mission scripts
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ENUM BAILBOND_ID
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BBI_QUARRY = 0,
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BBI_FARM = 1,
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BBI_MOUNTAIN = 2,
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BBI_HOBO = 3,
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MAX_BAILBOND_IDS
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ENDENUM
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/// PURPOSE: set by the mission when it ends to inform the launcher how the mission ended
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ENUM BAIL_BOND_MISSION_OVER_STATE
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BBMOS_CLEANUP, // mission cleaned up without the player approaching the bail jumper to start the scenario
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BBMOS_PASSED_KILLED, // player killed the bail jumper
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BBMOS_PASSED_DELIVERED, // player handed the bail jumper over to Maude
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BBMOS_FAILED
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ENDENUM
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BAIL_BOND_MISSION_OVER_STATE eBailBondMissionOverState
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/// PURPOSE: enum for flags which BailBondSaveData.iLauncherBitFlags stores
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ENUM BAILBOND_LAUNCHER_BIT_FLAGS_ENUM
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// mission completed flags
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BBL_BIT_FLAG_COMPLETED_QUARRY,
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BBL_BIT_FLAG_COMPLETED_FARM,
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BBL_BIT_FLAG_COMPLETED_MOUNTAIN,
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BBL_BIT_FLAG_COMPLETED_HOBO,
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// mission passed flags
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BBL_BIT_FLAG_PASSED_TYPE_KILLED_QUARRY,
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BBL_BIT_FLAG_PASSED_TYPE_KILLED_FARM,
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BBL_BIT_FLAG_PASSED_TYPE_KILLED_MOUNTAIN,
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BBL_BIT_FLAG_PASSED_TYPE_KILLED_HOBO,
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// common launcher flags
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BBL_BIT_FLAG_DONE_INITIAL_LEAVE_AREA_CHECK,
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BBL_BIT_FLAG_SENT_MISSION_REMINDER_EMAIL,
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//debug only flag to make sure the mission can be launched
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BBL_BIT_FLAG_DEBUG_LAUNCHED
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ENDENUM
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/// PURPOSE: data passed to the bail bond mission script from the launcher
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STRUCT BAIL_BOND_LAUNCH_DATA
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VECTOR vStartPoint // this and...
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FLOAT fStartRange // ... this must be set for all enums on launch
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BAILBOND_ID eBailBondID // used to pick the correct save slot the data for the mission is stored in the cloud
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BOOL bTrevorKilledPreviousBailJumper // player recieves a trigger and completion email - email threads are pre generated
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INT iMissionCandidateID = -1 // the bail bond mission's candidate ID
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BOOL bDoneTrevorReadsEmailDialogue // used to trigger comment from Trevor when he has viewed the email from Maude
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ENDSTRUCT
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/// PURPOSE: data passed to the post killed bail jumper ambient script from the bail bond mission
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STRUCT BAIL_BOND_POST_KILLED_JUMPER_DATA
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PED_INDEX pedEnemies[4]
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VEHICLE_INDEX vehEnemies[3]
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ENDSTRUCT
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/// PURPOSE: the data we need to store for the bail bonds
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STRUCT BailBondSaveData
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INT iLauncherBitFlags // bit flags to store if a bail bond has completed, how it was passed
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INT iCurrentMission = 0 // store the current mission
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INT iLauncherState = -1 // store the state of the launcher
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TIMEOFDAY timeMissionStamp // store time for mission checks e.g. delaying email, mission trigger delay, reminder message
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INT iFailsNoProgress[4] // how many times each bailbond has been failed without progress (used in shitskips)
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ENDSTRUCT
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